Jump to content

Hirooo

Faction Designer
  • Posts

    208
  • Joined

  • Last visited

Posts posted by Hirooo

  1. XikuKiju - old mainaccount that got hacked

    Hirooo - new mainaccount

    DasErsteHorn - mostly Fire Frost

    TheTrinity - mostly Shadow Nature

    Benforcer (shared account with cDkillroy and the actual Benforcer)

    RadusDamusRadus (for some reason I played there too idk why; mostly pure shadow)

    inYaaaa (no idea who named this account - somebody else smurfed there for a long time)

    RadicalX (when I was really drunk and did not want my main accounts to look bad I used that account; I also played 2n2 with myself trust me)

  2. 10 hours ago, Eirias said:

    I was actually talking to @RadicalX about this earlier today. What do you think about a nature spell that works like ward of the north, except it only stops damage done by buildings? Or that might be too strong against defensive mortars/phase towers. What if the spell was something you cast on your own building, and it creates a radius around the structure where units take 1/2 damage against structures? (maybe need to specify as a well or orb, otherwise 2v2 abuse with ice barrier?)

    Giving nature siege might be overkill....

     
    2

    The spell you mean is called Ward of the North. And nature has a spell like that called revenge. Its t3 just like ward thought so doesnt really help.

    I am not talking about siege. Wanted to point that out with the "not structures" part. A bonus dmg against buildings (so not wells/orbs/walls) would not impact the game in any way besides helping nature attack/defend against mortar/phasetower.

     

  3. Old mine was completely bonkers ya. You would mine a well hurricane units into it and that would be worth since the well lost so much hp you could most likely destroy it.

    About phase tower - thats a pretty hard card to balance because making the card too weak would result in a forced early t2 from shadow vs nature on every map where nature cant be forced to skirmish on 2-3 points to stop any kind of deathball. Since the map design sadly does not offer this we have to keep phasetower kind of viable.

    I think the only way mortar can be considered op is in a close well situation. To not take these doesnt cost you map control on most maps but on the ones where it does its really strong. A way to fix this without nerfing the needed defensive capabilities of mortar would be to reduce its damage against buildings by a drastic amount. Fire needs to be able to block a frost or nature mid to late t1 spam if the fire player covers the angle in advance. Otherwise forced early t2 jadajada - that would screw balance harder than old voidstorm.
    So while mortar is pretty close to where it should be phasetower can be too strong spammed when used against nature. To be honest I am not convinced porting offensively against Frost is too strong. IGs are really good when you cant kite them and the vulnerability effect helps obviously. So a mix of phase tower and nox/forsaken would be used wich would fight against a MA IG homesoil ball. If you port into that I dont think you really win this but I havent played that for a long time so maybe its a bit more problematic than I remember. In a shadow mirror skeleton warriors have a bigger impact on the match up and neither are autoinclude.  For fire you have multiple tools to counter phasetowers. So its honestly mostly about nature. And nobody cares about nature players. On maps with small alleys to use phase tower in primal defender completely nullifies them. On maps with wider chokes while being close enough to use phase towers nature looses. Thats uhm bad. Wouldnt giving a unit mostly used against shadow the ability to clear buildings (!= structures) band-aid the problem? Give werebeasts  300% dmg against buildings. Spearmen seem to be the fitting choice.

  4. Not useful for PvP. 220 energy bound in a unit without any ways to actually pressure a structure is already a big weakness. While 4k hp are fine for the cost any deck with cc could even win a skirmish by simply canceling the disintegration shortly before finishing. Only deck where this card might actually have some use should be pure Fire. Iirc you could still disintegrate a disenchanted (green) juggernaut and buffed with lw the unit shouldnt die to wildfirespam in time.  

  5. Rageclaws dont do well against shadow splashes since DA is way too efficient. Nature can use ghostspears. Fire wins with scyth. A spam is only really useful against pure Frost or stonekin and well microed Frostmages beat rageclaws(you need to kite until rageclaws are clumped up again). They can be useful to snowball a temporary energy advantage but you might as well use mountaineer for the slot since the card is way more useful in other matchups and probably even better against pure Frost.

     


     

  6. 15 minutes ago, Eirias said:

    Going through your deckbuilds, and I have a few more questions :)

    Isn't the red lightblade better because it can't be disenchanted? I remember something about that, although I tested and found that both lightblades can be disenchanted.

    3

    This was fixed in one of the later patches so Lightblade can tank heavy hitters a bit better now.

    15 minutes ago, Eirias said:

    And in Pure frost, why ashbone and ward of the north instead of tremor (and possibly grigori instead of ashbone)? Or, really even ward of the north over curse well?

    3

    Ashebone has pretty good general dps so he is used as an Xl counter.  Frostbite and homesoil + a lot of building protection let you grind down a xl unit. Homesoil + Ward are enough buffs to make offensive ashebones work really well. Dmgreduction+lifesteal works great. If you would give up ward your defense isnt nearly as strong as before and you will have trouble holding any kind of counter attack. Grigori would leave you open to any kind of xl attack. Neither silverwind nor timeless one can offer decent dps to clear and Grigori in its self while having decent stats is far from great and will lose a xl vs xl especially since pure Frost has rather weak support compared to shadow buffs or nature cc + heal. You could swap in Grigori for Ward to make your defense work a different way and to deal with Juggernaut more easily but you are pure Frost and pure Fire should not reach t3.

    15 minutes ago, Eirias said:

    In pure fire, how do you feel about scorched earth? To me, it seems much more important in pure fire to prevent certain orbs from going up (aka pure frost). And I personally don't think mortar is needed if you have the other t1 cards...

    2

    There is no way you can play a decently long t1 if you cut mortar. Later stage nature t1 has so strong unit compositions you wont win trades anymore. With mortar you can hold positions and transition into t2. Same goes for Frost. If the map is small enough to allow IGs to kinda reinforce while not needing to spam icebarriers you cant hold that without a tower. And since pure Fire wants to play a long t1 in many matchups mortar helps dealing with early burrower/nightcrawler attacks. Scorched earth can work if your enemy decides to take a monument and you arent close enough to double erupt and you are in a position to rush it. So now you spammed t1 unit ands have a monument interrupted. Your enemy can now simply cancel that and gain 75 energy back and should be already on his way to t2 at another position. This is only beneficial if you can deny this other position and force him to stay t1. To rush a t3 is rather rare considering there are enough monuments on most maps to do it safely and well you can simply cancel and hold without too big of a loss. If you cant hold even while canceling scorched was probably not needed. So overall not strong enough to really warrant a slot in a deck that wants every other t1 card it can get.

    15 minutes ago, Eirias said:

    Why do you include phase tower in all the shadow decks? It doesn't help any bad matchups, does it? And why Mo in shadow nature? I feel like shadow nature is probably lost in t3 if he ever has that much power...

     
     

    Taking advantages or even freewins against nature and frost t1 is very strong for one cardslot. Phasetower even helps in mirror matches because you can be the first one to take a well and hold. Attacking with phasetower spam is strong against every single t1 and having a unit thats cc immune helps if you stay t1 vs t2. You dont have to play phasetower but you will have to heavily focus on splittattacking and fast t2s against nature t1 and on some maps even frost.
    Well you can heal Mo since surge of light is a bit too strong on xl units and you can close out games very good with him. There is nothing that helps you more to close against timeless one than a stampeding xl. You certainly can play many different t3s for shadow nature though. Sandstorm/Grigori can be played for sure. 

    15 minutes ago, Eirias said:

    is skyelf templar a viable replacement for glacier shell (particularly in fire-frost)? I feel like, especially in the pure frost matchup (which you claim is the worst), skyelf templar is very strong. Why is pure frost the worst matchup for fire-frost anyway? To me, it seems that glady+skyfire drake + stormsinger (+maybe skyelf templar) is better than war eagle + stormsinger (+probably skyelf templar)

    6

    Skyelf templar actually only helps you against pure Frost. You might be able to play it against bandits sometimes but you should win that one anyway. Glacier is very important to counter wellfocus and you cant cut that by adding in a 100 power unit that slowly repairs while being cc-able. If you spam skyelf templars pure Frost wins due to frostbite/homesoil (you dont run any of those since you dont have the slots) and area iceshield. Frostsorceress is useful but not as useful as the support pure Frost offers. Pure Frost t3 is also superior as long as you dont cripple your t2 to nonexistent. Adding in skyelf templar would allow you to trade a bit better in early t2 but you wont apply any real pressure and the one card less will probaly hurt you more in other matchups than it adds here.

    2 hours ago, Ultrakool said:

    That would be a nice addition to this guide, maybe with an additional very small section about what is the better start, and why, and which start is more common :) 

    Well the thing is you always start Fire or Shadow if possible since Frost T1 can lose a lot of map control on some maps and Nature T1 is inferior since you are way weaker in early fights and at the point where you can win the other player can hold with towers (mortar/phasetower) and transition into T2. As mentioned phasetower and frost mage can make the game very hard for you on a lot of maps and without primal defender you can have autolose situations. So the only interesting starting choices are in Bandits and Stonekin. In Bandits you will have to add nightguard and probably even eruption for t2 since Ng is your primary L counter and eruption is very important for drake trades. Shadow T1 will probably want to play motivate since its still very solid in t2 but you dont have to add it in if you go for Fire t1. Overall it comes down to preference but we could definitely expand on bandits and stonekin choices. 

  7. The Dps is fine if you are using the ability constantly. Having enough corpses around is also not a big deal when you spawn them after defending or together with cultists. But to micro the ability constantly with the engine BaFo is using is nearly impossible as soon as you have a few of them. If you could set the ability to toggle autocast on different unittypes e.g. autocast on L unit the card would be way better since you could scale decently. Considering the ability isnt really long ranged the unit is on the squishy side of creatures. If the hp would be increased too it should be a viable choice for any deck using cultists and maybe even in general. Currently drones are way more effective.

  8. At the time where you had some nasty voidmanipulating options in 2n2 you could enlighten moloch and the game was pretty much won. 90% spell resistance + heals with enough siegedmg to one shot a monument is very hard to deal with. But thankfully the strongest way to empty your voidpool was fixed so reaching the 590 energy required is nearly impossible for a double nature deck. A cheaper xl would be better if you still want to play that way.

  9. Not much to say for PvP. Must-have in every frostsplash besides stonekin where oink is way better. The delay and increased cost is too big of a disadvantage over oink. So ya great card, perfectly fine.

  10. For PvP the ability and the transformation effect  were pretty much useless. Statwise its a worse fathomlord with a bit more dmg but missing the very valuable cc ability. Every deck that could have double nature orbs would not use the card.
    To be playable in Fire Shadow it has to be a stronger option compared to Giantslayer. If you go for a big t3 you could use it to get a decent Xl counter. Giantslayer is perfect to apply pressure at multiple places and deal with a small amount of Xl threats. But since its hp pool is very low some Xls simply win against Giantslayers if decently supported. Problem is you might as well go Frost and use Grig/Shielddome and have a better setup to actually play a longer t3. So overall I dont think there is a use-case here.
    Same for Fire Frost. Giantslayers for a small t3. Double Frost for the bigger one. Timeless one and probably sunreaver to semicounter Xl should be overall stronger than going nature t3.
    Stonekin is better off with fahtom or timeless one. 
    Shadow Nature Fire going for some kind of sandstorm t3 is probably the only deck where you might want to use it. Aoc root is decent but does not work as well against liveweaved xl units so if you want to mix sandstorm basenuke with something better than sunreaver/ashebone (/Brannoc) against Xl you might maybe use the card. Probably not but maybe.


    There is no reason for the card to cost 140. 120 or 110 would be more in line. 

  11. 1 hour ago, YaBro0 said:

    Btw a spikeroot requires two shots vs fully upgraded nightguard and gladiatrix, they survive with very low after the first one but if they run in your attack the right way they really die in one shot :)

    And the survive an endless amount of shots if they run away instead everytime big scarry roots are appearing.

  12. 3 minutes ago, SilenceKiller99 said:

    pretty strong as far as I have seen in replays. Would mauler disable his attack while he is rooted? 

    Yes.

    But you can doge his attacks anywas. Setting a network up does not work against competent opponents.

    Without one his dps is not high enough to warrant a slot for attacking purposes. High energy t2 should make the card good but a DO spam does the same thing better.

    Only real upside would be splitt spikeroot + cc to stop burrowers. 

  13. On 1/20/2016 at 9:02 PM, Mental Omega said:

    And for melee units it is just the same.

    Actually I think you are incorrect here.

    The meeleattackanimations in general seem to be frontloaded with most of the attack before the actuall attack into next attackanimation.

    Think about how the sunderer takes a swing or the dreadcharger goes up in his horse before attacking.

    I am not sure how much windup animation there is for the wagon.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use